Communication device and method between an audiovisual information playback system and an electronic game machine

ABSTRACT

The invention relates to a communication device between an audiovisual information playback system ( 1 ) and at least one electronic game machine ( 2 ), each electronic game machine comprising a viewing means ( 200 ), a means ( 210 ) for interacting with the user and a means of payment ( 220 ), characterized in that each electronic game machine ( 2 ) is connected to the playback system ( 2 ) via a network interface ( 21 ) and an associated LAN ( 3 ), and comprises specific means ( 20, 21, 22 ) for managing a means of payment, a viewing means and an interactive means, in order to enable, on the electronic game machine ( 2 ), the selection and payment of at least one selection stored on the playback system ( 2 ), with a view to playback thereof on the playback system, the specific means ( 22 ) of managing payment means and the specific means ( 21 ) of managing viewing means and the interactive means being triggered by the activation means of the electronic game machine ( 2 ).

FIELD OF THE INVENTION

The invention relates to a communication device and method between anaudiovisual information playback system and at least one electronic gamemachine.

BACKGROUND OF THE INVENTION

In the prior art, an audiovisual information playback system is known,in particular from the European patents EP 786 212, and EP 786 122 filedby the applicant. This system mainly comprises a selection means and aplayback means enabling a user to choose a musical selection that willbe played back by the system.

Also, electronic game machines based on a microprocessor System areknown. These machines have no connection interface and cannot be used asterminals of a playback system, and the jukebox cannot be used forcollecting data from the machines.

OBJECT AND SUMMARY OF THE INVENTION

It is therefore an object of the invention to compensate for thedrawbacks of the prior art by proposing a communication device allowinggame machines to be used as terminals for the playback system.

This object is achieved by a communication device between an audiovisualinformation playback system and at least one electronic game machine,each electronic game machine comprising a viewing means, a means forinteracting with the user and a means of payment, characterized in thateach electronic game machine is connected to the playback system via anetwork interface and associated LAN and comprises a specific means forhandling the means of payment, the viewing means and the interactivemeans, to enable, at the electronic game machine, the selection andpayment of at least one selection stored on the playback system with aview to playback thereof on the playback system, the specific means 22of managing means of payment and the specific means 21 of managingviewing means and interactive means, being triggered by activation meansfor the electronic game machine 2.

Another object is that of proposing a communication method allowing gamemachines to be used as terminals for the playback system.

This second object is achieved by a communication method between anaudiovisual information playback system and at least one electronic gamemachine, each electronic game machine comprising a viewing means, ameans for interacting with the user and a means of payment, the playbacksystem being connected to each electronic game machine via a LAN,characterized in that the method comprises:

-   -   a step of activating specific management means of an electronic        game machine to change the original operating mode of the        electronic game machine into a mode implementing the following        steps:    -   a step of setting up a connection between the playback system        and the electronic game machine;    -   a step 303, 304 of transferring graphical dialog screens, from        the playback system to the electronic game machine 2, prompting        a user to choose a musical selection or to trigger a payment        step;    -   a step 308 of choosing a musical selection;    -   a step 315 of paying for the chosen selection    -   a step of playing back, by means of the playback to system 1,        the selection made.

BRIEF DESCRIPTION OF DRAWINGS

The invention, together with its features and advantages, will be moreapparent from reading the description provided with references to theappended drawings, where:

FIG. 1 represents a diagram of the device according to the invention,

FIG. 2 represents a flow chart of the method according to the invention.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

As explained above, the invention relates to a communication devicebetween an audiovisual information playback system, hereafter called ajukebox, with the aim of simplification, and at least one electronicgame machine.

The invention will now be described with reference to FIG. 1. An exampleof a jukebox 1 is described in the European patents EP 786 212 and EP786 122 filed by the applicant. Such a jukebox 1 substantially comprisesa means of payment, a viewing means associated with a means forinteracting with the user, a sound playback means and a mass storagemeans for storing a plurality of musical selections. The jukebox 1 mayalso comprise a modem 13 or equivalent means for communicating with aremote server 5, e.g., for updating the library of musical selections.

In order to specify the context of the invention, it should beunderstood that the electronic game machines 2 are for instanceelectronic games or Internet access stations. Thus, the electronic gamemachines 2 do not originally provide functionalities such as that ofjukebox or a jukebox terminal.

As a minimum, each electronic game machine 2 must originally comprise aviewing means 210, such as a video monitor, a means for interacting witha user 211, and its own means of payment 220. The interactive means 211include for instance either a touch screen or a mouse-like pointer, orelse push buttons or a keyboard.

The principle of the invention is that these electronic game machines 2can be used as add-on selection means and means of payment for a jukebox1, located nearby, in the same bar as the electronic game machines 2.Thus, each electronic game machine comprises a means for selectingbetween two operating modes. The first operating mode corresponds to theoriginal operating mode of the electronic game machine, i.e. the machineis operating as an electronic game or an internet access station. Inthis mode and according to a first alternative embodiment, nocommunication is taking place between the jukebox 1 and the electronicgame machine 2. In the second operating mode, the electronic gamemachine 2 is converted into an add-on selection means and a means ofpayment for the jukebox. In this mode, all the original functionalitiesare unused to allow for the selection and payment functions of thejukebox 2.

According to the invention, each electronic game machine 2 is fittedwith a means 21 of connecting to a local communication network 3. Themain feature of the local communication network 3 is that is must bebi-directional. Thus, the LAN 3 can be for instance of a radio frequencyor of a wired type, or else it can use electric carrier currents.Preferably, in order to restrict installation costs, the connectionmeans 21 will be chosen to be adaptable to an existing LAN. Also, thejukebox 1 furthermore comprises a means 11 of the same type forconnecting to the local communication network 3.

Thus, via an appropriate communication protocol, the jukebox 1 can sendand receive messages to and from each electronic game machine 2 throughthe local communication network 3. Management of the dialog with eachelectronic game machine 2 is provided by a special so-called dialogmodule 10 of the jukebox operating system.

The type of connection between the game machine 2 and the jukeboxdepends on the quantity of information to be transmitted to the gamemachine 2. The greater the quantity of information, the higher thethroughput of the connection must be so as not to hinder the operationof the game machine 2.

Similarly, as a general rule, the type of connection between jukebox 1and server 5 is different from the type of connection between gamemachine 2 and jukebox 1. Indeed, the communication between the jukeboxand the server is rather of the long-range type when the connectionbetween the game machines 2 and the jukebox 1 is rather of the LAN-type.

According to the invention, the interactive means 211 of each electronicgame machine 2 comprises an activation means allowing switching of theoperation of the electronic game machine 2 from a normal mode to thejukebox terminal mode, or vice versa. This activation means can consist,for instance, of a virtual button displayed on the monitor of the gamemachine 2 and onto which a pointing device (mouse cursor, or user'sfinger, or light pen) is moved for activating the functionalityassociated with the button. Also, each electronic game machine 2comprises a means 20, 21, 22 of managing a viewing means 210, aninteractive means 211 and a means of payment 220 to provide theoperation of the electronic game machine 2 according to the second mode.Indeed, the second operating mode requires the viewing of specificselection screens as well as different management of the means ofpayment in comparison with the first operating mode of the electronicgame machine 2.

These specific means are for instance software modules 20, 21, 22, e.g.loaded when the modification of the machine is installed and whichbelong to or are added to the operating system of each electronic gamemachine 2. The specific means also comprise an interface 23communicating with the connection means comprising notification means sothat each software module can transmit notifications or receive messagesfrom the jukebox 1.

A first so-called supervisor module 20 comprises e.g., a first routine,respectively a second routine, that manages initialisation, respectivelytermination, of the operation of the electronic game machine 2 in thesecond operating mode, i.e. in the mode allowing the selection andpayment for pieces of music from the jukebox 1.

Thus, when the game machine 2 is operating according to the first mode,a user selecting the activation means initiates the first routine of thesupervisor module 20 which is then activated for initialising a secondmodule 21, called the graphic management module. The graphic managementmodule 21 is for managing the selection means 210 and the viewing means211 of the electronic game machine 2. The supervisor module 20, via thefirst routine, initialises a third module 22 for managing the viewing ofthe means of payment 220 of the electronic game machine 2 according tothe second mode.

The supervisor module 20 comprises a means for also initiating thesending of a message, via the notification means, through the LAN 3, tothe jukebox 2, in order to notify the dialog module 10 of the jukebox 1that the electronic game machine 2 has switched to the second mode. Uponreceipt of this notification, the jukebox, via the dialog module 10,becomes the master of the dialog with the electronic game machine 2 andall the game functions of this machine are ignored. In response to thisnotification, the dialog module 10 comprises a means of sending messagesto the graphic management module 21 which allows graphic user dialogscreens to be displayed. These screens are for guiding the user whenchoosing songs and using the game machine 2 as the add-on selectionmeans and means of payment of the jukebox.

Also, the interactions of the user with the selection means 210 of thegame machine 2 are translated by the graphic management module 21 intomessages that are then transmitted via the notification means to thedialog module 10 of the jukebox 1 to initiate the corresponding action,i.e. send the information allowing a screen display, to the machine 2 orvalidate a user choice.

According to the invention, the welcome screen sent and then displayedby the graphic management module 21 on the viewing means 211 of theelectronic game machine 2 prompts the user to select a song from amongthe collection of songs available on the juke box. This welcome screenalso includes a first display area containing the amount of moneyavailable to buy one or more credits. A credit represents thepossibility of validating a musical selection to prompt its playback.Hence the amount available corresponds to a sum of money which has notbeen used by the user to pay for credits so as to purchase plays ofsongs or to pay for credits in order to be able to play a game on thegame machine. A second display area contains the number of remainingcredits to be used for the operating mode as a juke box terminal. Theamount available is, for example, stored and administered by themanagement module 22 of the payment means of the came machine 2.

In an embodiment variant where the game machine 2 permits the user toaccumulate points usable in the game machine 2 in order to obtain newgame credits, the module for managing the payment means may include asub-module that uses a rule for converting accumulated points into anavailable sum of money. Consequently, when the welcome screen isdisplayed calculation means of the module 22 for managing the paymentmeans firstly converts accumulated points into an available sum of moneycalled a virtual sum. Secondly, the calculation means of the module 22of managing the payment means add this virtual available sum of money tothe so-called real available sum of money corresponding to a real sum ofmoney paid using the payment means of the game machine 2. The result ofthis addition, corresponding to the available sum of money displayed, istransmitted to the dialog module 10 of the juke box which then sendsinformation permitting the display on the game machine 2 of the welcomescreen comprising the display of the calculated available sum of money.

The welcome screen may also include a virtual button which when it isselected, triggers a payment procedure managed by the module 22 ofmanaging payments and the graphic management module 21. This paymentprocedure firstly comprises the sending, by the dialog module 10 andthen the display of a Payment screen by the module 21 of graphicallymanaging the display means 211 of the electronic game machine 2. Thispayment screen includes a text area describing at least one rule ofpayment. By rule of payment one should understand a rule which definesthe sum of money necessary to purchase a determined whole number ofcredits of musical selections. The module 22 for managing the means ofpayment checks the value of the sum available (possibly containing areal sum and a virtual sum as previously defined) and sends anotification to the dialog module 10 of the juke box containing thetotal sum of money available for the identified game machine 2. Onreception of this notification, the juke box determines that they arethe rules of payment authorized from among the list of available rulesof payment and then sends the information that permits the display onthe game machine 2 of the payment screen indicating, by a specificdisplay, which are the authorized rules of payment in relation to theavailable sum of money. If no authorized and displayed rule of paymenton the screen satisfies the user, that is to say if the amount availableis insufficient to purchase the desired number of credits for musicalselections, the user can then insert a sum of money or a means ofpayment in the game machine 2 in order to increase the amount available.

For each amount of money detected by the means of payment 220 of thegame machine 2, the third management module 22 of the means of paymentnotifies the dialog module 10 via the notification means of the amountinserted into the electronic game machine 2 and modifies the value ofthe amount available. Upon receipt of the information corresponding tothe amount received by the electronic game machine 2, the jukebox 2determines the new value of the amount available and sends a messageinterpreted by the graphic module 21 in order to display a new paymentscreen in which new authorized rules of payment can be displayed, if thesum of money inserted permits.

The payment screen can include a virtual validation button, theselection of which causes either validation of the selected payment ruleby the user from among the authorized payment rules and return to thewelcome screen, or simply return to the welcome screen if no paymentrule has been selected by the user. When a payment rule is validated,the calculation means of the module 22 for managing payment meanscalculates the new value of the amount available by deducting from thetotal available sum, the sum of money corresponding to the rule ofpayment selected by the user in order to acquire a certain number ofcredits. When the total available amount includes a virtual part and areal part, the calculation means use predetermined rules that define theproportions in which the virtual and real parts must be used in order todeduct the sum of money from the available amount. Hence, it may bepreviously defined by parameters that the virtual part is used up as apriority or that the virtual and real parts of the total availableamount are used in an identical way.

The new available amount and the chosen payment rule are notified to thedialog module 10. On reception of this notification, the dialog module10 sends a message interpreted by the graphic module 21 in order todisplay the welcome screen, possibly with the new available amount andthe new number of credits for musical selections. The number of creditsavailable is stored and updated, either on the game machine 2 or on thejuke box. In the latter case, the value of the number of credits isassociated with the identification of the corresponding game machine 2.In the case where the value of the number of credits is stored on thegame machine 2, updating of the value of the number of credits availableis carried out by sending a message from the dialog module 10 to themodule 22 for managing payment of the game machine 2 indicating the newvalue of the number of credits. On reception of this message, the module22 for managing payment carries out the update locally on the gamemachine 2.

In the case where the value of the number of credits is stored on thejuke box, the value of the number of credits is increased locally on thejuke box, on reception of notification indicating the payment ruleselected after validation by the user.

In an embodiment variation, the modification of the amount available canoccur at any time through insertion of a sum of money or of a means ofpayment into the game machine. In this variant, for each sum of moneydetected by the means 220 of payment of the game machine 2, the thirdmodule 22 for managing the payment means notifies the dialog module 10by means of notification means, the amount inserted into the electronicgame machine 2 and modifies the value of the amount available. Onreceipt of information corresponding to the amount received by theelectronic game machine 2, the juke box 2 determines the new value ofthe amount available and sends a message interpreted by the graphicmodule 21 in order to modify the current screen in such a way that thedisplayed amount available corresponds to the calculated amount.

In an embodiment variant, it is possible that the minimum payment amountfor the game machine 2 is greater than the minimum payment amount forthe rules of payment off the juke box. By way of example, the minimumamount for the payment for a single selection is 1 franc while theminimum amount for the payment of one party on the game machine is 5francs. Hence the case can occur that after selection of a payment rule,the remaining amount available is 3 francs and after using musicalselection credits, the user swings over to the first operating modecorresponding to the original operating mode of the game machine 2. Inthis case, the module 22 managing the means of payment transfers anamount available which is not, a priori provided for permitting use ofthe game machine 2 in games mode. To remedy this situation, the means,for example the software, permitting operation according to the firstmode are modified so that they take all the amounts into consideration.Another solution consists of displaying on the Payment screen only therules of payment, for which the amount corresponds to a multiple of theminimum amount accepted by the game machine 2 in games mode. Finally,another solution consists of displaying on the payment screen only therules of payment, selection of which ends up with either a reduction ofthe amount available to zero or reduction of the amount available to avalue at least equal to the minimum payment amount for the game machine2.

Selection of a musical work by the user is carried out by interactionswith the welcome screen. As previously explained, the interactions ofthe user with the selection means 210 of the game machine 2 aretranslated by the graphic management module 21 into messages which arethen transmitted by means of notification means 23 to the dialog module10 of the juke box 1 to trigger the corresponding action, that is to sayto send information permitting the display of a new screen on themachine or the modification of a screen.

When the user validates or confirms a musical selection made via a givenaction at the interactive means 210 of the electronic game machine 2,for example on a virtual validation button, the graphic managementmodule 21 sends a notification to the dialog module 10 containingvalidation information and an identification of the selection. Uponreceipt of this notification, the dialog module 10 then verifies thenumber of credits available. If the number of credits is different tozero, the dialog module 10 causes the activation of a jukebox 2 softwaremodule allowing insertion of the chosen selected work into a queue, witha view to playback thereof on the sound and video playback means of thejukebox 1, then deducts from the available credit balance an amountcorresponding to the ordered selection. Finally the dialog module 10sends a message which is interpreted by the graphic module 21 to allowthe display of the welcome screen possibly with the amount of moneyavailable and the new number of credits for musical selections.

If the number of credits is equal to zero, the dialog module 10 sends amessage interpreted by the graphic module 21 to display the paymentscreen previously described in such a way that validation of theselection is only confirmed if the user selects and validates a paymentrule as described previously.

At any time, starting from the welcome screen, the user can actuate theactivation means so as to switch the operating mode of the game machine2 to the first operating mode corresponding to the original mode of themachine 2.

If the user selects the first operating mode by activating theactivation means, the management module 21 initiates the notificationmeans to send a notification of end of connection to the dialog module10. Upon receipt of this notification, the dialog module 10 of thejukebox issues a termination message to the supervisor module 20 of themachine and switches the connection off. Upon of this message, thesupervisor 20 activates the second routine causing the cancellation ofthe tasks to run by the graphic management module 21 and by the paymentmodule 22 so as to activate again the original functions and tasks ofthe game machine 2. In the course of this shut down process, the module22 for managing payment means transfers the total amount available, ifit is different to zero, to a specific module for managing payments ofthe first operating mode. If the total available amount includes aresidual virtual amount and a real amount, the calculation means of themodule 22 for managing payment means, carries out the reverse conversionof the residual virtual amount into points and transfers the result ofthis conversion to a specific software module providing for operation ofthe game machine 2 according to the first mode. Similarly, the value ofthe number of credits usable for musical selections is stored, either instorage means of the game machine 2 by the module 22 for managingpayment means, or in storage means of the juke box. In this latter case,the module 22 for managing payment means notifies, using notificationmeans, the dialog module 10 of the juke box by indicating in a message,the value of the number of remaining credits and an identification ofthe game machine 2 issuing the notification. On receipt of thisnotification, the dialog module 10 stores the sent number of credits andlinks to it the identifier of the game machine 2 that issued it.

Finally, the selections made by the user and introduced into the queuewith a view to playback thereof will be played back as if they had beenchosen by using the user interface of the jukebox.

In an alternative embodiment, each electronic game machine 2 comprisesan identification means in relation to the dialog module 10, so that,when the jukebox is connected to several came machines 2, canasynchronously manage the communication with the various game machines2. If a single game machine is connected to the jukebox, theidentification of the game machine 2 enables the operating system of thejukebox to simultaneously manage the selection operations at the gamemachine 2 and those performed at its own interactive means.

The contents of the screens displayed on the viewing means of each gamemachine 2 are dependent not only on the processing capacity of theviewing means of the game machine 2, but also on the maximum rate ofdata transfers authorized on the LAN. The higher the transfer rate, thebetter the display quality and quantity will be.

In another alternative embodiment, each electronic game machine 2 cancomprise a statistics report module (not shown). This statistics reportmodule includes collecting means for collecting information on theutilization of the game machine 2 when it is operating according to thefirst mode, i.e. according to its original operating mode. Theinformation regarding the utilization of the game machine 2 is stored inthe storage means of the machine 2, e.g. in a log file. The statisticsreport module includes a link with the notification means, so that thefile or the statistical information contained in this log file istransmitted to the jukebox dialog module 10. The transmission of thisinformation is initiated by the statistics report module, either at eachconnection of the game machine 2 on the LAN 3, or at regular intervals,or when the quantity of information to be transmitted reaches adetermined threshold. When the dialog module 10 of the jukebox receivesthis information, it stores it in turn in its storage means in a befile. When the jukebox 1 logs on to a remote server 5, in order toupdate selection information or to send jukebox utilization data, theinformation regarding one or more game machines, contained in thejukebox log file can be transmitted on demand to the server to be used,e.g. for business purposes.

The utilization information of the game machine 2 is for instance thequantity of the amount of money entered into the game machine 2 when itis operating according to the first mode or, if the game machine 2includes several games, the game most often chosen, or else otherstatistical information etc.

Also, the game machine 2 can contain an update management moduleenabling a remote server 5 to be used for updating the operating systemof the game machine 2. For this purpose, the update information is firstdownloaded into the jukebox by announcing the identifier of the gamemachine 2 for which the update is meant. Then, the jukebox dialog module10 can set up a connection with the update target game machine 2 inorder to send the required information thereto. In another alternativeembodiment, sending the update information is performed as soon as thegame machine 2 notifies the dialog module 10 that it is connected.

We are now going to describe the communication method according to theinvention with reference to FIG. 2.

The first step 301 of the method according to the invention consists ofoperating the activation means to switch operation of the game machineinto the second mode. This activation initiates, in a second step 302, aset up of the connection between a game machine 2 and jukebox 1. Thissetting up consists of activating the jukebox dialog module 10 and thegraphic management 21 and payment 22 modules of the game machine. Next,in a third stet 303, a display made on the viewing means prompts achoice of a musical selection. The display step also comprises a step ofcollecting and/or calculating the amount of money available and possiblythe remaining number of credits.

Several actions are possible on the part of the user. Consequently, themachine is standing by for a user interaction.

Hence, in a first case, the machine is waiting, in a fourth step 304,for the user to validate a payment procedure by acting on theinteractive means of the game machine 2. If such is the case, a paymentscreen is displayed in a fifth step 305. As previously explained, thispayment screen comprises the list of available payment rules. Next themachine waits, in a sixth step 306, for the user to insert a means ofpayment (coin, ticket, credit card etc.) The insertion of a means ofpayment causes, in a seventh step 307, a notification to be sent to thejukebox containing information representative of the detected amount.The jukebox responds to this notification by sending the game machine amessage that permits modification of the payment screen in order todisplay, in accordance with the fifth step, the new amount available andpossibly the new rules of payment available. As soon as the user insertsa means of payment, the seventh step and a return to the display 305 ofthe payment screen is carried out. In an eighth step 308, the machine 2waits for the user to select a payment rule and/or a means of validationsuch as a virtual button on the payment screen in order to return to thewelcome screen. If a payment rule is se before the selection of themeans of validation, in a ninth step 309 the graphic management module21 sends, to the dialog module 10, a notification representative of thepayment rule selected by the user. In this ninth step 309, and onreceipt of this notification, the dialog module 10 increases the numberof credits and reduces the amount available and then sends a message tothe graphic module in order to display, in accordance with the thirdstep 303, the welcome screen with the new credit values and the amountavailable. If no payment rule is selected, before the selection of themeans of validation, the graphic management module 21 notifies it to thedialog module 10, by indicating to it that no payment rule has beenselected. On receipt of this notification, the module again carries outthe third step 303 of displaying the welcome screen.

If triggering of the payment procedure, as previously defined, is notcarried out, while the welcome screen is displayed, in a tenth step 310,the machine waits for insertion of a means of payment. If a sum of moneyis inserted into the machine 2, in an eleventh step 311, a notificationgenerated by the module 22 managing the payment means and containinginformation representative of the amount detected, is sent to the dialogmodule 10 of the juke box. The dialog module 10 of the juke boxresponds, in the eleventh step 311, to this notification by sending tothe game machine, a message permitting modification of the welcomescreen to display, in accordance with the third step 303, the new amountavailable.

If no sum of money is detected, during display of the welcome screen inthe third step 303, the machine awaits, in a twelfth step 312,activation of the activation means in order to switch the operation ofthe game machine from the second mode (juke box interface mode) to thefirst mode (original mode of the game machine). If this activation isdetected, a thirteenth step 313 is triggered in which the tasks specificto the choice and to the payment for the selections on the game machineare closed by the dialog module and the connection between the juke boxand the game machine 2 is broken. The thirteenth step also comprises thetransfer, by the module 22 for managing the payment means, to thespecific means of the game machine, of the remaining amount availableand unused at the time of switching over to first mode.

During display of the third step 303, the user may, in a fourteenth step314 use the interactive means to choose a musical selection. When theselection made has been validated by the user, the graphic managementmodule 21 notifies the dialog module 10 of information representing theidentification of the selection made. Upon receipt of this notification,in a fifteenth step 315, the dialog module 10 checks whether the creditbalance is equal to zero.

If the credit balance is zero, the method according to the inventiontriggers the payment procedure through a fifth step 305. The procedureis identical, except for the fact that after the eighth step 308 of thepayment procedure, the dialog module 10 is notified by the module 22 formanaging payment means in order, in a sixteenth step 316, to insert theselection made and validated, into a queue of selections to be playedback, and in order to deduct a credit from the total number of credits.Next, the dialog module 10 sends a message causing a return to the thirdstep 303 of displaying the welcome screen with an update of the numberof credits.

If, in the fifteenth step 315, the credit balance is different fromzero, the dialog module 10, in the sixteenth step 316, inserts thechosen and validated selection into a queue of selections to be playedback and deducts a credit from the total number of credits. Next, thedialog module 10 sends a message causing a return to the third step 303of displaying the welcome screen with an update of the number ofcredits.

Thus, the communication device according to the invention ischaracterized in that each electronic game machine 2 is connected to theplayback system 2 via a network interface 23 and an associated LAN 3 andcomprises specific means 22, for managing the means of payment, specificmeans 21 for managing the viewing means, and the interactive means, inorder to enable, on the electronic game machine 2, the selection of andpayment for at least one selection stored on the playback system 2 witha view to playback thereof on the playback system, the specific means 22of managing the payment means and the specific means 21 of managing theviewing means and the interactive means being triggered by theactivation means of the electronic game machine 2.

In another embodiment, the playback system 2 comprises a means 11communicating with the communication interface 23 of each electronicgame machine 2, a specific module 10 for managing messages coming fromeach electronic game machine 2.

In another embodiment, each electronic game machine 2 comprisesidentification means enabling differentiation at the playback system 2.

In another embodiment, the playback system 2 comprises a means 13communicating with a remote centralized server 5.

In another embodiment, each electronic game machine 2 comprises astorage means allowing to store information regarding the utilization ofthe electronic game machine.

In another embodiment, the specific means 22 of managing the paymentmeans comprise means of calculating the amount available to pay for thesongs, firstly from a sum of money inserted by the user into theelectronic game machine 2, secondly from a remaining amount of moneyinserted into the game machine 2 before triggering of the specific means20, 21, 22 of management and thirdly from a number of game pointsaccumulated before triggering of the specific management means 20, 21,22.

Also, the communication method is characterized in that it comprises thesteps of:

-   -   activating 301 specific management means of an electronic game        machine 2 so as to change the original operating mode of the        electronic game machine 2 into a mode implementing the following        steps of:    -   setting up a connection 302 between the playback system and the        electronic, game machine;    -   transferring 303, 304 graphic dialog screens, from the playback        system to the electronic game machine 2, prompting a user to        make a musical selection or to trigger a payment step;    -   choosing 308 a musical selection    -   paying for 315 the chosen selection    -   playing back the chosen selection through the playback system 1.

In another embodiment, the payment step comprises:

a step of calculating the amount available from the remaining amountunused by the game machine and the sum of money inserted into thepayment means of the game machine, by the user,

a step of selection and validation by the user of a payment rule todetermine the number of selections to be chosen.

In another embodiment, the calculation step comprises a step ofconverting a number of game points accumulated during use of the gamemachine, in accordance with its original operation, into an amountavailable.

In another embodiment, the method includes a step of updating at leastone electronic game machine 2 comprising the steps of:

-   -   transferring, from a remote server 5, update information        regarding at least one given electronic game machine 2, onto the        playback system connected to the server via a WAN;    -   setting up a connection between the playback system and each        given electronic game machine 2,    -   sending update information on each given electronic game machine        2.

In another embodiment, the method includes the steps of:

-   -   storing on each electronic game machine 2 information concerning        utilization thereof,    -   transferring information regarding the utilization of the        electronic game machines 2 to the playback system, then from the        playback system to a remote server 5 whereto the playback system        is connected via a WAN.

In another embodiment, the step of making a selection is followed by astep of reducing the credit and the two steps are iterated until thecredit is used up.

It should be obvious for people skilled in the art that the inventionallows for embodiments of numerous other specific forms withoutdeparting from the field of application of the invention as claimed.Consequently, the present embodiments are to be considered by way ofexample, but can be modified within the field defined by the scope ofthe appended claims. In particular, the description made with referenceto the selection of a song may equally well be applied to the selectionof a work other than a musical work, for example a film, text of a novelor any other audio-visual work.

1-11. (canceled)
 12. A system for providing communications between anelectronic jukebox and at least one electronic game machine, comprising:a communications interface configured to facilitate interactions betweenthe electronic jukebox and at least one electronic game machine locatedremote from the electronic jukebox; wherein the at least one electronicgame machine is operable to select at least one selection stored on theelectronic jukebox for playback on the electronic jukebox, wherein theat least one electronic game machine is configured to receive payment inconnection with the playback of the at least one selection, and whereinthe at least one electronic game machine is configured to communicatewith the electronic jukebox to play the at least one selection via thecommunications interface to initiate playback of the at least oneselection.
 13. The system according to claim 12, wherein the electronicjukebox comprises a module for managing messages coming from eachelectronic game machine via the communications interface.
 14. The systemaccording to claim 12, wherein each said electronic game machinecomprises an identification module that enables an electronic jukeboxwith which electronic game machine is communicating to differentiatebetween the electronic game machines in communication with theelectronic jukebox.
 15. The system according to claim 12, wherein theelectronic jukebox is operable to communicate with a remote centralizedserver.
 16. The system according to claim 12, wherein each electronicgame machine comprises a storage location for storing informationregarding utilization of the electronic game machine.
 17. The systemaccording to claim 12, wherein a payment management module is operableto calculate an amount available to pay for songs from at least one of:a sum of money inserted by the user into the electronic game machine,from a residual sum of money inserted into the game machine beforetriggering of the payment management module, and from a number of pointsaccumulated before triggering the activation circuit.
 18. A method ofcommunicating between an electronic jukebox and at least one electronicgame machine located remote from the electronic jukebox, the methodcomprising: establishing a connection between the electronic jukebox andthe at least one electronic game machine; prompting a user using the atleast one electronic game machine to make a musical selection such thatthe at least one electronic game machine functions as an interface tothe electronic jukebox; receiving input corresponding to the musicalselection; prompting a user using the at least one electronic gamemachine to insert payment to initiate playback of the musical selection;receiving payment for the musical selection made; and sending aninstruction to the electronic jukebox to play back the selection on theelectronic jukebox.
 19. The method according to claim 18, furthercomprising: upon receiving payment, calculating an amount available froma remaining amount unused by the game machine and a sum of moneyinserted into a payment module of the game machine by the user; andcalculating a maximum number of selections that may be made based on apayment rule.
 20. The method of communication according to claim 19,wherein the calculating comprises converting a number of game pointsaccumulated during use of the game machine in accordance with anoriginal operation mode of the game machine, into the amount availablefor paying for the musical selection.
 21. The method of communicationaccording to claim 18 further comprising updating said at least oneelectronic game machine, the updating comprising: transferring updateinformation for the at least one electronic game machine from a remoteserver onto the electronic jukebox connected to the server; setting up aconnection between the electronic jukebox and the at least oneelectronic game machine; and sending said update information to the atleast one electronic game machine to cause an update thereof.
 22. Themethod of communication according to claim 18 further comprising:storing on each said electronic game machine information relating toutilization of the at least one electronic game machine; andtransferring information regarding the utilization of the at least oneelectronic game machines to the electronic jukebox, then from theelectronic jukebox to a remote server.
 23. A method of communicatingbetween an electronic jukebox and at least one electronic game machinelocated remote from the electronic jukebox, the method comprising:establishing a connection between the electronic jukebox and the atleast one electronic game machine; receiving an instruction on theelectronic jukebox from the at least one electronic game machine to playback the selection on the electronic jukebox following user manipulationof the at least one electronic game machine, the manipulation includinga user selection of at least one instance of media for playback from andon the electronic jukebox and payment for the user selection.